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I think I will ignore elemental damage. It either beats you up - in which case healing to 1 (or max) will do everything necessary - or it doesn't beat you up - and healing to max is what you will need. Which is to say, I don't see it as something that changes strategy.

Originally Posted by Veracity

I actually agree. I think I felt compelled to use the elemental hazard info simply because it was provided in the terminal! +item is definitely more of a priority. Hmm...additional user-set maximizer items would then entail checks for conflicts with slots used by required hazard gear?

How are you going to handle choice options? From reading your posts, it seems you like to collect samples and turn them in for research. I will usually skip the choices that give the opportunity to do so. (I accumulated a pile of research at first and I've yet to spend it on anything. I think I've only ever used any for the underwater effects from the food/booze.) Maybe a single option of "collect research" vs. "conserve adventures" would be enough to set most of the (relevant) choices? Some choice options would be goal-dependent of course.

Option to "collect research" or "conserve adventures" is reasonable. My multis are doing the quests and collecting enough research to get a scientist badge and unlock the vaccines, but after a point, research is sort of pointless. I'm primarily interested in this for spading. I still have the dream of somehow, someday, reverse engineering it such that I can predict exactly what kind of planet you get from a set of coordinates - and maybe even "If I want a planet with exactly these characteristics, these are all the coordinate which will provide that". Given that, I need to look at all the encounters and record what I see, but don't need to actually spend turns on skippable encounters.

I'd also like to farm up all the hostile alien trophies, but I may as well hope to collect those by chance while I'm spading.

The strategy of minimizing turns probably involves selecting planets with non-hostile animals, plants, and aliens (all of which you can walk away from) rather than rocks (only some of which you can walk away from).

I do too, in principle. In practice, on the other hand, the autobasement.ash thread is 80% people having Maximizer problems.

Originally Posted by zarqon

*snicker* Well, I'm not one of them. In general, and with specific application to my memory of the auto-basement complaints, the issues are not the Maximizer as much as they are about the loss of control that comes with using the Maximizer sloppily or incorrectly. When I use someone elses script I am consciously and deliberately ceding control over many decisions in exchange for convenience. In the specific case of Veracity Meat Farm, and by extension, any of Veracity's other adventure scripts, I am both willing to trust her initial judgement in how to use the Maximizer and her willingness to entertain questions about what is being done and why, and make changes.

To return to the script at hand, I have a character with access and have pretty much done nothing except farm and spend research. Is there anything I can do that will help gather data or otherwise assist in testing?